Jump to content

Feature Request (Extract BSA)


assasing123

Recommended Posts

An option to extract BSA files during mod extraction (up to the user) when staging, as sometimes this can cause issues when some overwrites cannot be done, and some users prefer loose files to BSA deployments.

not to mention this would help fixing issues faster as you can pinpoint single file problems faster.

Link to comment
Share on other sites

  • 2 months later...

Tannin, BigBizkit and I had a little chat about this and we all pretty much agreed that full BSA extraction isn't a particularly good idea, but having a way to show conflicts/overwrites from BSAs would be handy.

 

Effectively allowing BSA extraction as part of the core Vortex app would make it too easy for inexperienced users to break their games by messing with overwrites where they probably shoudn't. That's not to say this can't be added as a 3rd party, optional extensions though if someone in the community feels up to it. If there's a BSA extractor tool that supports command line interactions it shouldn't be too difficult to add.

Link to comment
Share on other sites

If you implement warnings - and something to do about them - without extracting, I fear you will open a can of worms.

Loose files overwriting - no problem. That is the default now.

Loose files not overwriting - that is where it gets dicey. You also have to undo it if the BSA gets disabled.

Link to comment
Share on other sites

If you implement warnings - and something to do about them - without extracting, I fear you will open a can of worms.

Loose files overwriting - no problem. That is the default now.

Loose files not overwriting - that is where it gets dicey. You also have to undo it if the BSA gets disabled.

 

I'm not sure I follow what you're saying? Perhaps you could explain your thoughts with an example?

Link to comment
Share on other sites

And here I thought my comment was the model of clarity...

 

2 Mods (fictitious).

One is Whiterun Reworked. Contains a BSA, ESP, and 50 texture files. Changes the appearance of major structures and Whiterun guards.

Second is Bunnies of Skyrim. Puts bunny heads on all guards. Loose files.

 

If the OP wants Whiterun guards to have bunny heads, it works fine now. The loose files win out.

If the OP wants Whiterun guards to keep their current heads, the loose file texture for guard heads would have to be disabled, so it does not override the BSA.

Other loose files remain enabled. Pretty straightforward.

 

Next week, the OP disables the Whiterun Reworked mod. Vortex must note that the conflicted file no longer exists, and re-enable the appropriate file(s) from Bunnies of Skyrim.

This is where I see the potential for messing up if not anticipated. Any number of loose file mods could be involved in this roll-back.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...